Title . . . . . . . . . . . . . . . . Pearl's Peril
Project Type . . . . . . . . . . Social Game / Hidden Object Game
Job Function . . . . . . . . . . Senior Game Artist
Company / Client. . . . . . . Developed by Wooga
Made with. . . . . . . . . . . . Blender, Photoshop
Since november 2011 I've been working on Pearl's Peril
as a senior game artist.
Since I was the first artist on the team, I set up the whole production process for the scenes, and painted the first three backgrounds. By this point additional artists were hired, who took over the production of the scenes. After that I have been working mostly on concepts, some occasional 3d work and leading other artists.
Every scene of this game was created at a resolution of 2372 x 1536 to preserve the maximum amount of detail and to be displayed in HD on the iPad Retina screen.
Visually, I found it very important to use rich, vibrant colours. Mostly to create a feeling of glamour and a luxurious atmosphere but also to step away from the drab greys which are still often found in the casual hidden object games.
01. The beach of Artemis Island.
02. A close-up of the scene at full resolution (100%).
03. Another close-up of the scene at full resolution (100%).
04. The Villa's Front Porch. A few objects were added later by another artist.
05. A close-up of the scene at full resolution (100%).
06. Another close-up of the scene at full resolution (100%).
07. The Grandmother's Grave. The objects were left out, since these were added by another
artist. The 2 books were also added at a later date by another artist.
08. A close-up of the scene at full resolution (100%).
09. Another close-up of the scene at 80%.
Thank you for looking.
Saturday, March 9, 2013
Thursday, March 7, 2013
Pearl's Peril: 3D Objects II
Title . . . . . . . . . . . . . . . . Pearl's Peril
Project Type . . . . . . . . . . Social Game / Hidden Object Game
Job Function . . . . . . . . . . Senior Game Artist
Company / Client. . . . . . . Developed by Wooga
Made with. . . . . . . . . . . . Blender, Photoshop
Since november 2011 I've been working on Pearl's Peril as a senior game artist.
In the beginning of the project I've also created a number of 3D assets which could be placed in the hidden object and adventure scenes. These scenes were first set up and rendered in 3D after which they were completely overpainted. Because of that most objects have only very basic materials, with a minimum of texturing.
I created a basic default scene for rendering 512x512 thumbnails for every object. These could be used by the artists for quick reference.
01. An Art Deco style table and a Moroccan style side table.
02. A glass carafe, a glass and an inkwell.
03. A plate and a book.
04. A fourposter canopy bed and a recliner.
05. Four different pillar designs.
06. A paintcan, a Polynesian statue and an oildrum.
07. A pirate treasure chest and a scale.
08. A lantern and a pewter chandelier.
Thank you for looking.
Project Type . . . . . . . . . . Social Game / Hidden Object Game
Job Function . . . . . . . . . . Senior Game Artist
Company / Client. . . . . . . Developed by Wooga
Made with. . . . . . . . . . . . Blender, Photoshop
Since november 2011 I've been working on Pearl's Peril as a senior game artist.
In the beginning of the project I've also created a number of 3D assets which could be placed in the hidden object and adventure scenes. These scenes were first set up and rendered in 3D after which they were completely overpainted. Because of that most objects have only very basic materials, with a minimum of texturing.
I created a basic default scene for rendering 512x512 thumbnails for every object. These could be used by the artists for quick reference.
01. An Art Deco style table and a Moroccan style side table.
02. A glass carafe, a glass and an inkwell.
03. A plate and a book.
04. A fourposter canopy bed and a recliner.
05. Four different pillar designs.
06. A paintcan, a Polynesian statue and an oildrum.
07. A pirate treasure chest and a scale.
08. A lantern and a pewter chandelier.
Thank you for looking.
Wednesday, March 6, 2013
Pearl's Peril: 3D Objects I
Title . . . . . . . . . . . . . . . . Pearl's Peril
Project Type . . . . . . . . . . Social Game / Hidden Object Game
Job Function . . . . . . . . . . Senior Game Artist
Company / Client. . . . . . . Developed by Wooga
Made with. . . . . . . . . . . . Blender, Photoshop
Since november 2011 I've been working on Pearl's Peril as a senior game artist.
As the first artist on the team, I played a crucial role in establishing the look and feel of the scenes and characters. Besides that, I set up the initial production process for the hidden object scenes.
As the art team grew, I focused mainly on creating concepts for the scenes and leading other artists with the creation of background scenes.
In the beginning of the project I've also created a number of 3D assets which could be placed in the hidden object and adventure scenes. These scenes were first set up and rendered in 3D after which they were completely overpainted. Because of that most objects have only very basic materials, with a minimum of texturing.
01. An antique cinematograph and a projection screen.
02. Two vases.
03. A fancy clock and a decorative music box.
04. A small box and a wooden chest.
05. A set of chess pieces.
06. A pew and a pulpit.
07. A rowing boat and an Art Deco style fireplace.
08. A church votive candleholder and a small wall candleholder.
Thank you for looking.
Project Type . . . . . . . . . . Social Game / Hidden Object Game
Job Function . . . . . . . . . . Senior Game Artist
Company / Client. . . . . . . Developed by Wooga
Made with. . . . . . . . . . . . Blender, Photoshop
Since november 2011 I've been working on Pearl's Peril as a senior game artist.
As the first artist on the team, I played a crucial role in establishing the look and feel of the scenes and characters. Besides that, I set up the initial production process for the hidden object scenes.
As the art team grew, I focused mainly on creating concepts for the scenes and leading other artists with the creation of background scenes.
In the beginning of the project I've also created a number of 3D assets which could be placed in the hidden object and adventure scenes. These scenes were first set up and rendered in 3D after which they were completely overpainted. Because of that most objects have only very basic materials, with a minimum of texturing.
01. An antique cinematograph and a projection screen.
02. Two vases.
03. A fancy clock and a decorative music box.
04. A small box and a wooden chest.
05. A set of chess pieces.
06. A pew and a pulpit.
07. A rowing boat and an Art Deco style fireplace.
08. A church votive candleholder and a small wall candleholder.
Thank you for looking.
Wednesday, October 10, 2012
Dark Arcana: The Carnival
Title . . . . . . . . . . . . . . . . Dark Arcana: The Carnival
Project Type . . . . . . . . . . Casual Game / Hidden Object Puzzle Adventure
Job Function . . . . . . . . . . Concept Artist
Company / Client. . . . . . . Developed by Artifex Mundi
Made with. . . . . . . . . . . . Blender, Photoshop
In the first half of 2011 I've worked on Dark Arcana: The Carnival as a concept artist, working on the first draft of this game. During the concept phase, this game was set in America in the fifties. I tried to maintain an overall cohesion by using a limited colour palette
01. Woodland path.
02. Fisherman's Hut.
03. Lake view.
04. Trailer.
05.Carnival entrance with ticket booth.
06. Hand organ with Capucin monkey.
07. The shooting gallery.
08. Faustus The Mystic, the fortuneteller.
09. Interior of the fortuneteller's tent.
10. A carousel.
11. The classic haunted house.
12. An interior view of the haunted house: The headless lady.
13. Another interior view.
14. The interior of the carnival's manager.
15. Spooky detail of the manager's office.
Thank you for looking.
Project Type . . . . . . . . . . Casual Game / Hidden Object Puzzle Adventure
Job Function . . . . . . . . . . Concept Artist
Company / Client. . . . . . . Developed by Artifex Mundi
Made with. . . . . . . . . . . . Blender, Photoshop
In the first half of 2011 I've worked on Dark Arcana: The Carnival as a concept artist, working on the first draft of this game. During the concept phase, this game was set in America in the fifties. I tried to maintain an overall cohesion by using a limited colour palette
01. Woodland path.
02. Fisherman's Hut.
03. Lake view.
04. Trailer.
05.Carnival entrance with ticket booth.
06. Hand organ with Capucin monkey.
07. The shooting gallery.
08. Faustus The Mystic, the fortuneteller.
09. Interior of the fortuneteller's tent.
10. A carousel.
11. The classic haunted house.
12. An interior view of the haunted house: The headless lady.
13. Another interior view.
14. The interior of the carnival's manager.
15. Spooky detail of the manager's office.
Thank you for looking.
Monday, October 8, 2012
Nightmares From The Deep: The Cursed Heart
Title . . . . . . . . . . . . . . . . Nightmares From The Deep: The Cursed Heart
Project Type . . . . . . . . . . Casual Game / Hidden Object Puzzle Adventure
Job Function . . . . . . . . . . 2D/3D Artist
Company / Client. . . . . . . Developed by Artifex Mundi
Made with. . . . . . . . . . . . Blender, Photoshop
In the final quarter of 2011 I've worked on Nightmares From The Deep: The Cursed Heart as a 2D/3D artist, creating some art assets for this game. These include some minigames and minor 3d assets.
01. Minigame of an advanced door lock, in which all the gears must be placed on the right axles.
02. Opened version of the same minigame.
03. Minigame in which a magical ointment must be concocted from a variety of strange ingredients.
04. Final State of the same minigame.
Thank you for looking.
Project Type . . . . . . . . . . Casual Game / Hidden Object Puzzle Adventure
Job Function . . . . . . . . . . 2D/3D Artist
Company / Client. . . . . . . Developed by Artifex Mundi
Made with. . . . . . . . . . . . Blender, Photoshop
In the final quarter of 2011 I've worked on Nightmares From The Deep: The Cursed Heart as a 2D/3D artist, creating some art assets for this game. These include some minigames and minor 3d assets.
01. Minigame of an advanced door lock, in which all the gears must be placed on the right axles.
02. Opened version of the same minigame.
03. Minigame in which a magical ointment must be concocted from a variety of strange ingredients.
04. Final State of the same minigame.
Thank you for looking.
Thursday, November 3, 2011
Time Mysteries: The Ancient Spectres
Title . . . . . . . . . . . . . . . . Time Mysteries: The Ancient Spectres
Project Type . . . . . . . . . . Casual Game / Hidden Object Puzzle Adventure
Job Function . . . . . . . . . . 2D/3D Artist
Company / Client. . . . . . . Developed by Artifex Mundi / publisher: Big Fish Games
Made with. . . . . . . . . . . . Blender, Photoshop
Roughly between May 2010 and January 2011 I've worked on Time Mysteries: The Ancient Spectres as a 2D/3D artist, creating a variety of art assets for this game. These include mostly minigames, some concept art and minor assets. A selection of that work follows below.
This game is currently released as a 'collector's edition'.
01. Pre-Production Title Design.
02. Pre-Production Concept Art of the Main Antagonist.
03. Concept Art of a Steampunk Voltaic Pile (a percursor of the modern battery).
04. Minigame in which all street tiles must be lit up, with a limited number of lightbulbs.
05. Minigame of a silver miniature of a mansion. The goal is to order the patterns on the correct sides.
06. Minigame of a battery-powered machine. The goal is to put the correctly coloured battery in the right holder.
07. Minigame in which metal tiles must be slid into the right order.
08. Minigame in which the correct order of tiles must be found. Each row opens a part of the lock.
09. Minigame of a length of knotted cord. The goal is to untangle it, so that not a single piece of cord touches another.
10. Inventory Item Model of a Steampunk Battery.
11. Inventory Item Model of a Steampunk Syringe.
12. Inventory Item Model of a Cast Metal Tree.
13. Inventory Item Models of Silver Puzzle Elements.
Thank you for looking.
Project Type . . . . . . . . . . Casual Game / Hidden Object Puzzle Adventure
Job Function . . . . . . . . . . 2D/3D Artist
Company / Client. . . . . . . Developed by Artifex Mundi / publisher: Big Fish Games
Made with. . . . . . . . . . . . Blender, Photoshop
Roughly between May 2010 and January 2011 I've worked on Time Mysteries: The Ancient Spectres as a 2D/3D artist, creating a variety of art assets for this game. These include mostly minigames, some concept art and minor assets. A selection of that work follows below.
This game is currently released as a 'collector's edition'.
01. Pre-Production Title Design.
02. Pre-Production Concept Art of the Main Antagonist.

03. Concept Art of a Steampunk Voltaic Pile (a percursor of the modern battery).
04. Minigame in which all street tiles must be lit up, with a limited number of lightbulbs.
05. Minigame of a silver miniature of a mansion. The goal is to order the patterns on the correct sides.
06. Minigame of a battery-powered machine. The goal is to put the correctly coloured battery in the right holder.
07. Minigame in which metal tiles must be slid into the right order.
08. Minigame in which the correct order of tiles must be found. Each row opens a part of the lock.
09. Minigame of a length of knotted cord. The goal is to untangle it, so that not a single piece of cord touches another.
10. Inventory Item Model of a Steampunk Battery.
11. Inventory Item Model of a Steampunk Syringe.
12. Inventory Item Model of a Cast Metal Tree.
13. Inventory Item Models of Silver Puzzle Elements.
Thank you for looking.
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